League of Legends and Champion Classes and Subclasses

Whiteeye Avelyn·7/18/2016, 8:45:00 PM·4 votes·1,507 views

I wanted to post this after seeing some comments calling Pantheon a assassin and i wanted to clean things up a bit. This is a long one so hang tight.

Tank Role Tank: Tanks are tough melee champions who sacrifice damage in exchange for powerful crowd control. While able to engage enemies in combat, a tank's purpose isn't usually to kill opponents; rather, tanks excel at disrupting enemies and diverting their focus to themselves, allowing them to lock down specific targets (or several targets at once), as well as remove (or peel) threats from their allies. In addition to strong base defenses, tanks generally have a means of amplifying their tankiness even further with their abilities, and tend to fully invest in defensive items to maximize their resilience. However, tanks lack the tools to truly succeed in single combat, and their influence is limited by their low overall mobility, preventing them from constantly staying on top of their targets. As tanks can handle burst damage very well, they tend to succeed against assassins and mages, but their vulnerability to continuous damage puts them at a disadvantage against fighters and marksmen. Subcategories of Tanks are Vanguards, and Wardens. **Vanguards **(Examples: Leona, Malphite) refer to as “offensive tanks.” Vanguards lead the charge for their team and are specialists at getting action started. Their explosive team fight initiation seeks to catch enemies out of position while allowing allies to follow-up to devastating effect. **Wardens **(Examples: Braum, Shen) are “defensive tanks.” Wardens stand steadfast, seeking to hold the line by persistently locking down any oncomers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.

Fighter Role Fighter: Fighters are a diverse group of short-ranged combatants who excel at both dealing and surviving damage. With easy access to heavy, continuous damage (or DPS) and a host of innate defenses, fighters thrive in extended fights as they seek out enemies to take down, but their limited range puts them at constant risk of being kept at bay (or kited) by their opponents via crowd control, range and mobility. Fighters tend to be advantaged against assassins, whose burst tends to fall short of killing them when unaided, as well as tanks, whose inferior damage allows fighters to eventually defeat them in duels, but often struggle against mages and marksmen, whose superior reach allows them to kite approaching fighters. Sub-classes of the Fighters are Juggernauts, and Divers. Juggernauts (Examples: Darius, Nasus), also known rarely as Off-Tanks, are the toughest (or tankiest) of fighters, but also the least mobile. These heavy-duty champions boast powerful defenses in addition to tremendous natural resilience (or tankiness), and while entering a fight is particularly difficult for a juggernaut, actual combat heavily favors them once they are in range. Juggernauts tend to favor heavily defensive builds, though what few offensive items they purchase significantly enhance their already potent innate damage. Divers (Examples: Vi, Xin Zhao), also known as Bruisers, are the most well-rounded of fighters: while not as tough as juggernauts or as loaded with damage as light fighters, divers blend the best of both worlds, mixing in natural toughness and damage with powerful bursts of mobility. While still short-ranged overall, divers excel at entering fights and initiating combat, though once in they have only their natural defenses to protect them against incoming damage. Divers tend to build equal parts damage and defense, allowing them to remain a constant threat without sacrificing too much survivability.

Assassin Role Slayer: Slayers are highly mobile champions specializing in single-target burst damage. What they generally lack in resilience, they more than make up for in their potential to cover large distances, quickly kill priority targets and retreat just as fast. Epitomizing a high-risk, high-reward playstyle, assassins are natural opportunists, and prefer to strike when their targets are alone and vulnerable, rather than engage them in a direct assault, favoring damage-oriented item builds to capitalize the most on their offensive capabilities. While particularly effective against softer (or squishy) targets, especially mages and marksmen, slayers often struggle against the heightened defenses of fighters and tanks. Sub-classes of Slayers are Assassins, and Skirmishers. Assassins (Examples: Zed, Fizz) specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage. **Skirmishers **(Examples: Yasuo, Fiora), unlike Assassins, aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets.

Mage Role Mage (also known as APC Ability Power Carry): Mages are champions who typically possess great reach, ability-based area of effect damage and crowd control, and who use all of these strengths in tandem with each other to trap and destroy enemies from a distance. Specializing in magic damage, often burst damage, and therefore investing heavily in items that allow them to cast stronger and faster spells, mages excel at chaining their abilities together in powerful comboes in order to win fights, though their abilities also tend to be difficult to land and can be mitigated, if not avoided completely, by their targets if they react in time. Though mages tend to focus on killing prime targets in combat, they can also fall back to their innate crowd control and utility to manipulate key opponents, protecting their team from them or setting them up for a takedown, and in the right circumstances can damage and control multiple enemies at a time. In spite of the influence they exert, mages tend to be innately fragile, and fall quickly to direct strikes. In general, mages are capable of dealing well with marksmen, as their burst can kill them before they can return the same amount of damage, and fighters, as their crowd control tends to make them excellent kiters. However, they are easily shut down by assassins who can often bypass their reach and spells completely, and tanks, who can lock them down and soak up their abilities better than other classes. Sub-classes of Mages are Burst, Battle, and Artillery Mages. Burst mages (Examples: Lux, Veigar) focus the most heavily on laying down direct damage, often sacrificing reach or utility in their ability sets. The most kill-focused of all mages, burst mages often possess powerful crowd control that allows them to single out (or pick) select targets from the enemy team and take them out, though their kill potential is also often heavily gated by large cooldowns. Battle mages (Examples: Karthus, Vladimir) specialize in continuous damage (or DPS) via abilities that apply damage over time effects (or DoTs), short cooldowns, or both. In general, battle mages are more short-ranged than other mages, but also tend to possess defensive effects inaccessible to most other mages, such as personal shields, self-healing and innate mobility, and can shift from target to target far more easily. **Artillery mages **(Examples: Ziggs, Xerath) possess greater range than other mages, though this often comes at a cost in increased squishiness. Typically, an artillery mage will hang back as far as their spell ranges allow them, entering lower ranges only when absolutely necessary, and excel at wearing down opponents on the enemy team before combat via long-ranged damage (or poke), though they also tend to have inferior direct combat capabilities.

Support Role Controller: (also known as Support) Controllers are the most selfless champions in the game, forgoing personal power to assist their allies with potent utility and keep enemies at bay with crowd control. Weak when alone, supports are capable of massively amplifying their teammates' power to become the strongest class in group combat (or teamfights), supplying crucial utility or crowd control at clutch moments to save allies from death and enable takedowns on the enemy team. Supports typically start out by assisting the marksman in lane, as their own power is less dependent on items to function well, but over time their contribution expands as they lend aid to their entire team with both their spells and effective, yet affordable, items. Sub-classes of Controllers are Enchanters and Disruptors. **Enchanters **(Examples: Janna, Lulu) focus on amplifying their allies’ effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others. Disruptors (Examples: Zyra, Anivia), initially called this subclass ‘control mages’, expanded to the entire group (that and ‘Utility Mage’ wasn’t a very good Class name). Disruptors specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile and immobile Disruptors greatly benefit from allied presence - both to deter incoming danger and to help capitalize on targets they’ve locked down.

Marksman (also Known as ADC : Attack Damage Carry or just Carry): Marksmen (Examples: Vayne, Ashe) are ranged champions whose power almost exclusively revolves around their basic attacks: using their reach to land massive continuous damage from a distance, marksmen are capable of taking down even the toughest of opponents when positioned behind the safety of their team, and excel at securing map objectives such as turrets, Dragon and Baron Nashor. However, they are also tremendously vulnerable to burst damage due to their squishiness, and tend to be exceptionally weak early in the game, requiring high amounts of minion kills (or CS: Creep Score) to unlock powerful, but expensive, damage-focused items. Due to their potent reach and DPS, marksmen are particularly strong against more durable opponents, namely fighters and tanks, but fall quickly to the burst damage of assassins and mages.

Thats about it really riot have a strange way for sorting them

3 Comments

Blue Moon Wolf7/19/2016, 12:11:23 AM1 votes

Here is the full list of who is in what class:

http://boards.na.leagueoflegends.com/en/c/developer-corner/3A5uuBw7-champion-subclass-list

Unfortunately it just gets even stranger with Evelynn under Diver and Gangplank under Battle Mage (/skirmisher).

Teridax687/19/2016, 4:49:32 AM1 votes

It's worth noting that the above text is from the LoL wiki, which isn't affiliated with Riot in any way, so there may be discrepancies between the above class descriptions and Riot's own class system. A lot of the text was also written before the class dev post, and the original article featured a different structure that was much closer to the "original" six-class model.

With that said, I agree that listing Pantheon as an assassin, Eve as a diver and Gangplank as a mage just doesn't feel right. I think both these specific champion denominations and the official class definitions may need to change a bit over time.